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        <h2>MechWarrior 3</h2>
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                        <tr>
                            <th scope="row">name</th>
                            <td>MechWarrior 3</td>
                        </tr>
                        <tr>
                            <th scope="row">YEAR</th>
                            <td>1999
                            </td>
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                            <th scope="row">PLATFORM</th>
                            <td>Windows
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                            <th scope="row">RELEASED_IN</th>
                            <td>France, Germany, Italy, Taiwan, United Kingdom, United States
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                            <th scope="row">GENRE</th>
                            <td>Action,Simulation
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                            <th scope="row">PUBLISHER</th>
                            <td>Acer TWP Corp
                            </td>
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                            <th scope="row">DEVELOPER</th>
                            <td>Zipper Interactive, Inc.
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                            <th scope="row">DEVELOPER</th>
                            <td>Zipper Interactive, Inc.
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        投票得分：91
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            <h3>Description of MechWarrior 3</h3>
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            <a href="javascript:void(0)" onclick="this.remove()" class="readmore">Read Full Review</a><h4>It's Mechwarrior, Jim</h4>

<p> <strong><em>MechWarrior 3</em></strong> is, of course, the eagerly awaited third installment in the <strong><em>MechWarrior</em></strong> series. If you've played <strong><em>MechWarrior 2</em></strong> and its siblings to death, and thrashed the demo until your hard-drive started smoking, you'll probably want to skip to the next section of this review.</p>

<p>OK, what we have here is yet another giant robot game, right? Well, not quite. You see, as any Mecha nut will tell you, there are giant robots, and then there are giant robots. Your average punter may well be puzzling over the difference between <em>Heavy Gears</em>, <strong><em>Starseige</em></strong> 's <em>Hercs</em> and <strong><em>MechWarrior</em></strong> 's <em>BattleMechs</em>. They've all got lots of armour, modular weapons and feet don't they? What it all comes down to is the <em>feel</em>. <strong><em>Heavy Gear</em></strong> fits snugly under the first-person-giant-robot-shooter label (anyone for genre-name overkill?)-- <strong><em>MechWarrior 3</em></strong> definitely does <em>not</em>, and curiously, <strong><em>Starseige</em></strong> actually sits fairly nicely in between.</p>

<p>So what's different about BattleMechs (AKA 'Mechs)? Mechs are massive lumbering war machines, which crap on mere tanks from a great height, and not just because of their long legs. They can stomp buildings (and infantry when the need arises), destroy vehicles and pummel the scenery with ease. In fact, the only thing that can stop a BattleMech is, of course, another BattleMech. If heavy-handed acts of random destructive overkill is your thing, then <strong>MechWarrior 3</strong> was made for you.</p>

<h4>... but not as we know it.</h4>

<p>So, how does the latest instalment in the <strong>Mechwarrior</strong> series stand up?</p>

<p>Well, very nicely indeed. After taking the franchise back from <em>Activision</em> (who, after slightly missing a beat with <strong><em>Heavy Gear</em></strong>, are back on track with <strong><em>Heavy Gear 2</em></strong>), <em>FASA Interactive</em> gave the task of turning out the next <strong><em>MechWarrior</em></strong> games to <em>Zipper Interactive</em>, whose only previous major game was <strong><em>Recoil</em></strong> (which, by the way, is a damn fine arcade tank game). <em>Zipper</em> aren't neophytes in the coding business though. In their previous life they worked on sims for the military... and it shows. The in-game interface is nothing short of excellent. The HUD is slick and uncluttered. Weapons can be selected and regrouped, targets acquired and your Mech piloted, all with a minimum of fuss. Even a simple keyboard/mouse combination feels unhindered and easy to use, although using a force-feedback joystick is the clear winner for preferred input device. Assigning orders to lancemates or support crews can also be carried out swiftly. Despite the fact that <strong><em>MechWarrior 3</em></strong> is very much a sim, the necessary controls are easy to learn and the quick-reference card can safely be put away after a short time at the helm.</p>

<p>The scenery is also very nice to look at, with carefully modelled houses, military complexes, and even fishing boats. The planet that the campaign takes place on is somewhat barren, so you won't see much in the way of grass or trees, but there's just enough 'terrain boogers' to make the view believable. Despite that, there are nicely textured desert, wilderness, arctic and volcanic arenas to play in. Water is well drawn and nicely transparent, and appears in almost every campaign map. This has significant implications when considering strategies for taking on the enemy, as I'll explain later. One of the things that really made me wince when playing <strong><em>MechWarrior 2</em></strong> was the way static objects blew up. The entire model, or at least large parts of it, would rotate in a graceful, <strong><em>Elite</em></strong> -ish kind of way for a few seconds, sweeping in and out of the earth it was sitting on with impunity... then disappear with a token explosion. Despite the fact that modelling the disintegration of large objects under the influence of gravity is still essentially impossible with today's processors, <em>Zipper</em> have greatly improved the illusion of such events in <strong><em>MechWarrior 3</em></strong>. Although there's still a certain degree of 'sinking', buildings break up into a much more convincing mess of bits and pieces; in general it's much more satisfying watching buildings crumple into the ground. The Mech models are the best I have seen in a game. Each model is animated with a realism that suggests the use of motion capture technology. Whether the Mechs are getting up, getting down or just walking along, their movement is fluid and impressive to watch. Each model has a level of detail and texturing which will make sure you never go back to a <strong><em>MechWarrior 2</em></strong> game again.</p>

<p>Of course, the crucial part of any combat-sim is the weapons, and <strong><em>Mechwarrior 3</em></strong> 's got plenty. The usual assortment of lasers, autocannons and missiles are present, as well as a few toys like the Artemis IV FCS and the Anti-Missile System. The game handles each of them very well indeed. Autocannons spew shells (and cause your Mech to recoil, sometimes quite a bit), lasers cast a glow over their targets and missiles hang around in flocks, smoking and looking suspicious. Despite all this fireworks, even the lighter Mechs can take a pounding before they come down with a bad case of dead, so you'll have plenty of time to ogle the pretty graphics.</p>

<h4>But wait, there's more!</h4>

<p> <strong><em>MechWarrior 3</em></strong> 's multiplayer game is as fun as it might sound. Grab you Mech, throw a bunch of big weapons in, and kill your friends! If that's not enough, you can select infinite ammo and respawning for a BattleMech deathmatch. If you want a more thoughtful experience, you can team up with some others, throw in a Mobile Field Base for each team and play a <em>much</em> more involved tactical game. Both options are great fun.</p>

<p> <strong><em>MechWarrior 3</em></strong> 's campaign game is also outstanding. For a start, the entire campaign is played out on adjoining maps, giving the game a very strong sense of continuity. Enhancing that feel is the Mobile Field Base. As a commando dropped onto a hostile planet, you have no fixed base. What you <em>do</em> have are three (very) large vehicles, comprising the Mobile Field Base. The MFB acts as a mobile repair facility (very useful) and a storage warehouse for the salvage you choose to take with you along the way. If you leave something behind, it's gone for good, and the MFB's capacity is quite finite. If any of the MFB's get destroyed, you lose it and everything it was carrying, and you won't necessarily get a replacement for it. <em>Some</em> salvage is granted automatically when certain objectives are achieved, but 95% of the spare armour, weapons and Mechs you'll need to complete the game come from battlefield salvage. You get this by destroying a Mech... well, almost. You're assured lots of salvage if you take its head off. If your target loses a leg, your chances are 50/50. The only other way to remove a Mech from combat is to take out its centre torso, destroying it completely--which brings me to my only real complaints about <strong><em>MechWarrior 3</em></strong>.</p>

<h4>... and now the bad news</h4>

<p>It's just too easy to kill your enemies with a handful of big lasers. Although autocannons recoil, and missiles aren't direct-fire, lasers hit exactly where you aim them, every time. There's no randomness at all. If you're using the keyboard/mouse combination, and you're piloting a Mech with two or three ER Large Lasers, you can pick off the limb of your choice out to one kilometre, so long as you can see what you're shooting at. If you've got a targeting computer, even <em>that</em> restriction becomes moot. Unless you willingly charge in to combat, this can easily reduce a mission to a protracted bout of sniping. Adding even a touch of randomness (perhaps weighted according to the laser's nominal range) would make combat much more exciting, forcing the player to close with the enemy more often, and call in help from the all-too-often idle lancemates.</p>

<p>Another design flaw in the game is the implementation of the cooling bonus for standing in water. Although the board-game has rules for an slightly increased rate of cooling when your Mech is standing in water, <strong><em>MechWarrior 3</em></strong> appears to <em>triple</em> the rate, regardless of how shallow the water is. This means that it's all too easy to load your Mech up with lasers, plop it in some water and blaze away, oblivious to your heat build-up. This 'feature' excessively increases the effectiveness of the larger energy weapons, whose only real penalty otherwise is their prodigious heat output.</p>

<p>The only other problem I had with this game actually serves to highlight these problems. Throughout the campaign, enemy Mechs remained unresponsive to being shot at. Within a certain range, they would turn around and close with you, but too often you could plink away at a Mech patrolling 950m away and it would happily walk back and forth until its leg disappeared out from under it. This reluctance to switch from 'patrol' to 'engage' took some of the shine off the campaign mode.</p>

<p>These flaws could easily be fixed in a patch, and if they ever get addressed, this game would be a gold medal contender for certain. Having said that, <strong><em>MechWarrior 3</em></strong> is an otherwise flawlessly realised game, and if you've enjoyed any other mecha simulation, you'll <em>love</em> it--warts and all.</p>

<p><span class="revhotud">Review By <span class="authid">GamesDomain</span></span></p>        </div>
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            <h3>Captures and Snapshots</h3>
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